Shader "Custom/GrayScaleShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_IsGrayScale ("Is GrayScale", Range(0, 1)) = 0
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
bool _IsGrayScale;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 tex = tex2D(_MainTex, i.uv);
// 判断是否是灰度效果
if (_IsGrayScale)
{
// 转换为灰度
float gray = dot(tex.rgb, float3(0.299, 0.587, 0.114));
// 输出灰色
return fixed4(gray, gray, gray, tex.a);
}
else
{
// 输出彩色
return tex;
}
}
ENDCG
}
}
}
使用示例
using UnityEngine;
using UnityEngine.UI;
public class Example : MonoBehaviour
{
public Image image;
public Material grayScaleMaterial;
private bool isGrayScale = false;
void Start()
{
image.material = grayScaleMaterial;
UpdateGrayScaleState();
}
public void ToggleGrayScale()
{
isGrayScale = !isGrayScale;
UpdateGrayScaleState();
}
private void UpdateGrayScaleState()
{
grayScaleMaterial.SetInt("_IsGrayScale", isGrayScale ? 1 : 0);
}
}